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Handling CRC mismatch when loading asset bundles

Hi, I'm using `AssetBundle.LoadFromFileAsync(bundlePath, crc);` (I've tried UnityWebRequest with file:// prefix with same results) to load pre-downloaded asset bundle. When the crc doesn't match, it...

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Audio clip plays in editor but not in build

We have an issue where there is a **single** audio clip that will not play once the game is built. We're building for standalone x64/x86 Windows and we use asset bundling. When testing the game in the...

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Does AWS work with hololens for asset bundle downloading and general GET,...

Hi, I am new to web services and I am going to start a hololens project where I have to download assetbundles hosted in cloud and preferably AWS. I also need basic web services like GET, PUT, POST....

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Oculus Essentials v1.39 and Unity 2019.2.0f1

A couple weeks ago I built an APK for Oculus Quest using Unity. It was a build of the Oculus Integration package’s SampleScenes. This build worked, it was rather buggy but it worked. Then a few days...

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How do I have multiple UnityWebRequests in one coroutine?

I have a DLC scenario in my mobile app. It's one download button that will retrieve 2 asset bundles from HTTP links. I've set up an IEnumerator that goes through a UnityWebRequest, gets the asset...

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Caching Unity Web Request downloaded Asset Bundles denied by iOS

I have set up asset bundles downloads via Unity Web Request for a mobile app that I'm working on in Unity. The downloading and caching seems to work just fine in the Unity Editor but when I build the...

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Addressable Assets Cache

Hi Guys, I was implementing Addressable Assets and I have a doubt on caching . If i use `Addressables.LoadAssetswill` will it save the asset on local cache and load it from cache next time I start my...

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,WebUI and Build Succesfull but console shows some error?

,I try to build the LGSVL standalone from source using unity ,in unity windows WebUi and build successful , but the console show shows some error like AssetBundles not selected like : ![alt text][1]...

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Addressable makes editor freeze

Hey @unity_bill, Are addressable still unstable. Only installing it and not even using it in scene freezes inspector randomly and mainly when we hit play before game plays editor freeze for 1 min...

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How to build only specified assets into assetbundle in unity

I have searched through the few results pertaining to this particular question, but haven't found any results that work. A simple rundown of what i am looking for is to be able to make a single asset...

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Problem with AssetVundle and ScriptableObjects

I'm currently working on an interactive learning game where each scene has a lesson and a game. Each Scene has a ScriptableObject for lesson data (audioclips and text) and another for game data...

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How to create a Assetbundle of low size

Hi every body. Actually i use this for creating assetbundles: [MenuItem("AssetBundle/Build AssetBundles Prototipo")] static void BuildAllAssetBundles() { string carpetaBundlesPrototipo =...

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Addressables - automatically add assets in folder?

The Addressables system seems fantastic to use, but there's so little thorough documentation! I am currently using it for loading in dialogue (and intend to use it for many more systems), but I can see...

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Creating AssetBundles at runtime

I want to make a command line Unity script so I can build asset bundles on my server, which can later be downloaded into the game. Some of my test models are rather high poly, so I need to enable...

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When does asset bundle cache get deleted?

At exactly which point does asset bundle cache get cleaned up. I am assuming Unity does not have a service running all the time to clean it up exactly when it expires but I don't know. I am...

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AssetBundle - Missing Mesh

Im working on an EditorScript that dynamically imports an FBX, and then builds an AssetBundle from this FBX. However, when I load in the AssetBundle, the meshes are all missing. GameObject _prefab =...

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Do Animated GIFs store properly in an Asset Bundle? Or is it just the 1st frame?

I'm building **Asset Bundles** with the standard way through the Unity Tutorials and it generates the asset bundle file and manifest correctly - though when I reload the animated gifs from the asset...

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UnityWebRequestAssetBundle.GetAssetBundle not working on iOS

UnityWebRequestAssetBundle.GetAssetBundle not working on iOS void LoadAssetFromBundle() { StartCoroutine(GetAssetBundle()); } IEnumerator GetAssetBundle() { UnityWebRequest www =...

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This is driving me crazy: Zip name "desertcity" has already been taken. Use...

This is driving me crazy: Zip name "desertcity" has already been taken. Use the Kit ID as the prefix (e.g. 1137563799742579267_vehicles.zip) I have deleted the project, created a new one, still same...

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How would I setup a Skippable update scenario with adressables

Hi, I'm experimenting with Addressables for a project in which I used AssetBundles. The thing is that I load scenes that can get really big and I want the user to be able to skip downloading (when...

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